2D Animation-Q2-W2
2D Animation-Q2-W2
2D Animation-Q2-W2
Technical-Vocational Livelihood
Information and Communications Technology
INFORMATION SHEET 2
INFORMATION SHEET 2
3. Staging
This principle is similar to staging as it is known in theatre
and film. Its purpose is to direct the audience's attention,
and make it clear what is of greatest importance in a scene;
what is happening, and what is about to happen. Johnston
and Thomas defined it as "the presentation of any idea so
that it is completely and unmistakably clear", whether that
idea is an action, a personality, an expression or a mood.
This can be done by various means, such as the placement
of a character in the frame, the use of light and shadow,
and the angle and position of the camera. The essence of
this principle is keeping focus on what is relevant, and avoiding unnecessary detail.
4. Straight Ahead Action and Pose-to-Pose Action
Straight Ahead Action in hand drawn animation is when the animator starts at the first drawing
in a scene and then draws all of the subsequent frames until he reaches the end of the scene. This
creates very spontaneous and zany looking animation and is used for wild, scrambling action.
Pose-to-Pose Action is when the animator carefully plans out the animation, draws a sequence of
poses, i.e., the initial, some in-between, and the final poses and then draws all the in-between
frames (or another artist or the computer draws the inbetween frames). This is used when the
scene requires more thought and the poses and timing are important.
This is similar to keyframing with computer graphics but it must be modified slightly since the
inbetweens may be too unpredictable. For example, objects or parts of objects may intersect one
another. Computer keyframing can take advantage of the hierarchical model structure of a
complex object. Different parts of the hierarchy can be transformed at different keyframes. For
example, in a jump, translation keyframes can be set for the entire model in the X and Z directions.
Then other rotation or translation keyframes can be set for portions of the model, e.g., the legs
and arms.
This refers to the spacing of the inbetween frames at maximum positions. It is the second and
third order continuity of motion of the object. Rather than having a uniform velocity for an object,
it is more appealing, and sometimes more realistic, to have the velocity vary at the extremes. For
example, a bouncing ball moves faster as it approaches or leaves the ground and slower as it
approaches leaves its maximum position. The name comes from having the object or character
"slow out" of one pose and "slow in" to the next pose.
Examples:
There are other potential problems with spline controlled movements. Because of the nature of
splines, there may be an overshoot effect, For example, look at box1.flc. The upper box was
keyframed to just touch the top of the bottom box, but because of the properties of the spline
curve, it overshoots and goes into the lower box. There are three other parameters that control the
approach to/from keyframes.
Tension controls the overall shape of the spline curve. Continuity equally affects the angles at
which the spline enters and leaves the keyframe. Bias affects the overshoot or undershoot of the
motion through the keyframe.
7. Arcs
Nearly every movement follows a slightly circular path. If
not movement would be mechanical and stiff. So in
animations the movement is designed along arcs. The arcs
can be drawn in with key frames so that the movement can
be guided along to create a more naturalistic feel. If
inbetweens do not follow the arc that the key frames are on,
it will terminate the essence of the movement.
8. Secondary action
9. Timing
The speed of an action, i.e., timing, gives meaning to movement, both physical and emotional
meaning. The animator must spend the appropriate amount of time on the anticipation of an
action, on the action, and on the reaction to the action. If too much time is spent, then the viewer
may lose attention, if too little, then the viewer may not notice or understand the action.
Timing can also indicate an emotional state. Consider a scenario with a head looking first over the
right shoulder and then over the left shoulder. By varying the number of inbetween frames the
following meanings can be implied:
• No in-betweens - the character has been hit by a strong force and its head almost snappedd off
• One in-betweens - the character has been hit by something substantial, .e.g., frying pan
Exaggeration is an effect especially useful for animation, as perfect imitation of reality can look
static and dull in cartoons. The level of exaggeration depends on whether one seeks realism or a
particular style, like a caricature or the style of an artist. The classical definition of exaggeration,
employed by Disney, was to remain true to reality, just presenting it in a wilder, more extreme
form. Other forms of exaggeration can involve the supernatural or surreal, alterations in the
physical features of a character, or elements in the storyline itself. It is important to employ a
certain level of restraint when using exaggeration; if a scene contains several elements, there
should be a balance in how those elements are exaggerated in relation to each other, to avoid
confusing or overawing the viewer.
12. Appeal
Animation is the process by which we see still pictures MOVE. Each picture is shot on film one at
a time and is shown at the rate of 24 pictures per second making the pictures appear to move.
The reason our eyes are tricked into seeing movement can be explained by the ‘Persistence of
Vision’ theory.
Our brain holds onto an image for a fraction of a second after the image has passed. If the eye sees
a series of still images very quickly one picture after another, then the images will appear to move
because our eyes cannot cope with fastmoving images - our eyes have been tricked into thinking
they have seen movement.
1. Drawn Animation.
2. Cutout Animation.
3. Model Animation.
4. Computer Animation.
5. Others.
Drawn Animation:
This covers any form where another replaces one drawing in a sequence. Each drawing is slightly
different from the one before. It works the way a flipbook does. These animated films are made up
of thousands of drawings which are shown on screen very quickly one after the other.
Cutout Animation:
This covers any form of animation where cutout shapes are moved around or replaced by other
cutouts. Flat objects like buttons, matchsticks and string can alsobe used in this form of
animation. Cutouts can also be laid on top of drawings.
Model Animation:
This involves the filming of puppets or any form of three-dimensional models. The materials used
could include plasticize, clay or wire - in fact anything that can be bent or formed into another
shape. The puppets are positioned and filmed before being moved ever so slightly and filmed again.
These shots are put together as a piece of film and will give the impression of the models moving.
Computer Animation:
Animation has historically been produced in two ways. The first is by artists creating a succession
of cartoon frames, which are then combined into a film. A second method is by using physical
models, e.g. King Kong, which are positioned, the image recorded, then the model is moved, the
next image is recorded, and this process is continued.
Using a rendering machine to produce successive frames wherein some aspect of the image is
varied can produce computer animation. For a simple animation this might be just moving the
camera or the relative motion of rigid bodies in the scene. This is analogous to the second
technique described above, i.e., using physical models. More sophisticated computer animation
can move the camera and/or the objects in more interesting ways, e.g. along computed curved
paths, and can even use the laws of Physics to determine the behavior of objects.
Others:
Pose-to-Pose Animation:
Some animations for television were made on pose to pose basis because of budget constraints. In
pose-to-pose animation purpose of creating and animating is served, but does not enhance it.
However, animations for features demand more appeal, where pose-to-pose animation does not
serve any purpose of producing the feature. Pose-to-pose animation does not serve any purpose of
producing the feature. Poseto-pose animation is widely used for stylized animation productions.
Full Animation
Full animation implies a large number of drawings per second of action. Some action may require
that every single frame of the 24 frames within the second is animated in order to achieve an
illusion of fluidity on the screen. Neither time nor money is spared on animation. As a rule, only
TV commercials and feature length animated films can afford this luxury.
SELF-CHECK 1
A. Identify the animation principle used in the following example. Write your answer on a
separate sheet of paper.
__________________1. __________________2.
__________________3.
__________________4.
__________________5.
B. Illustrate the following scenario and tell what principle of animation is used. Draw your
answer in the empty frame.
1.Mister Moonface is alarmed when opening a package. Stretching his face before returning to its
normal shape this adds to the emotion in the scene.
___________________________________________________
2. Mister Moonface’ cape blows out behind him as he walks. When he comes to an abrupt halt,
the cape continues moving forwards, wrapping around him, before falling into its natural
position.
___________________________________________________
Animation 2 – Anticipation
References:
https://hivestudio.net/the-uses-of-
animation/#:~:text=Animation%20is%20used%20to%20create,accurate%20look%20at%20bones
%20etc. https://www.coursehero.com/file/41767685/Learning-Module-1-2D-Animationpdf/
http://www.andrewnourse.com/MA/Animation_principles.pdf
Prepared by: Verified by:
EVELYN G. MALUBAY
Principal I